PEMANFAATAN GAMIFIKASI DALAM PEMBELAJARAN PENDIDIKAN ISLAM: MEMBANGUN MOTIVASI SISWA MENGHAFAL AL-QUR'AN
Main Article Content
Abstract
Article Details

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
How to Cite
References
Alharbi, M. (2021). The Effect of Gamification on Student Engagement in Learning Arabic Language. International Journal of Educational Technology in Higher Education, 18(1), 1–20.
Basar, A. M. (2021). Problematika Pembelajaran Jarak Jauh Pada Masa Pandemi Covid-19. Edunesia : Jurnal Ilmiah Pendidikan, 2(1), 208–218. https://doi.org/10.51276/edu.v2i1.112
Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: defining gamification. Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, 9–15.
Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2014). From game design elements to gamefulness: defining “gamification.” Proceedings of the 15th International Conference on Interaction Design and Children.
Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work?--a literature review of empirical studies on gamification. 2014 47th Hawaii International Conference on System Sciences, 3025–3034.
Kapp, K. M. (2012). The gamification of learning and instruction: Game-based methods and strategies for training and education. Pfeiffer.
Khan, M. S., & Khan, R. A. (2022). Gamification in Education: A Systematic Review of the Literature. Education and Information Technologies, 27(4), 3937–3960.
Nashir, M. (2020). Gamification in Islamic Education: A Study on Its Implementation and Impact. Journal of Islamic Education, 8(1), 45–58.
Sailer, M., Hense, J., Mandl, H., & Klevers, M. (2020). How gamification motivates: An experimental study of the effects of specific game design elements on motivation and performance. Computers in Human Behavior, 121, 106–145.
Sailer, M., Hense, J. U., Mayr, S. K., & Mandl, H. (2017). How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction. Computers in Human Behavior, 69, 371–380.
Zainuddin, Z., & Halili, S. H. (2020). Flipped classroom and gamification: A systematic review of the literature. International Journal of Educational Technology in Higher Education, 13(1), 1–14.
Zhou, M., & Chen, L. (2023). The Role of Gamification in Enhancing Student Engagement and Learning Outcomes: A Meta-Analysis. Computers & Education, 178, 104–120.